L L4D2node

CSceneEntity::ShouldTransmit

0x0080f5b0 · 237 bytes · __thiscall

_ZN12CSceneEntity14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

/* CSceneEntity::ShouldTransmit(CCheckTransmitInfo const*) */

int __thiscall CSceneEntity::ShouldTransmit(CSceneEntity *this,CCheckTransmitInfo *param_1)

{
  int *piVar1;
  byte *pbVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  uint uVar6;
  byte *pbVar7;
  CBasePlayer *this_00;
  int iVar8;
  
  iVar4 = CBaseEntity::ShouldTransmit((CBaseEntity *)this,param_1);
  piVar1 = *(int **)(this + 0x710);
  if (piVar1 == (int *)0x0) {
    return iVar4;
  }
  iVar8 = 0;
  if ((iVar4 != 0x10) && (iVar5 = (**(code **)(*piVar1 + 0x10))(piVar1), 0 < iVar5)) {
    do {
      uVar6 = (**(code **)(**(int **)(this + 0x710) + 0x14))(*(int **)(this + 0x710),iVar8);
      if (uVar6 < 0x800) {
        pbVar2 = *(byte **)(gpGlobals + 0x58);
        if (pbVar2 != (byte *)0x0) {
          pbVar7 = pbVar2 + uVar6 * 0x10;
          if ((*pbVar7 & 2) != 0) goto LAB_0080f66c;
LAB_0080f625:
          piVar1 = *(int **)(pbVar7 + 0xc);
          if ((piVar1 != (int *)0x0) &&
             (this_00 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1),
             this_00 != (CBasePlayer *)0x0)) {
            if (*(edict_t **)param_1 == *(edict_t **)(this_00 + 0x30)) {
              return iVar4;
            }
            cVar3 = CBasePlayer::IsSplitScreenUserOnEdict(this_00,*(edict_t **)param_1);
            if (cVar3 != '\0') {
              return iVar4;
            }
          }
        }
      }
      else {
        pbVar2 = *(byte **)(gpGlobals + 0x58);
        if (*(byte **)(gpGlobals + 0x58) != (byte *)0x0) {
LAB_0080f66c:
          pbVar7 = pbVar2;
          if ((*pbVar7 & 2) == 0) goto LAB_0080f625;
        }
      }
      iVar8 = iVar8 + 1;
      iVar5 = (**(code **)(**(int **)(this + 0x710) + 0x10))(*(int **)(this + 0x710));
    } while (iVar8 < iVar5);
  }
  return 0x10;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)